Het Jachtseizoen: Het Bordspel
Het Jachtseizoen: Het Bordspel Rulebook
Table of Contents
Table of Contents
Components
- 1 game board (Speelbord)
- 1 whiteboard (Whiteboard)
- 1 whiteboard marker (Whiteboardmarker)
- 1 StukTV van (StukTV-bus)
- 30 cards (Kaarten), in three types: Drone, Hunter (Jager) and Calls (Bellen)
- 1 time token (Tijd-token)
- 2 hunter pawns (Jager-pionnen), one white and one blue
- 1 fugitive pawn (Voortvluchtige-pion), orange
Setup
Decide which player will be the fugitive. This player will play the game alone against the other players. The fugitive receives the whiteboard and the marker. It is wise for the fugitive to sit somewhere where the other players cannot see what they are doing. The fugitive may also not see what the hunt team is doing.
The other players form a cooperative team. These players carry out the hunt on the fugitive via the board game. They are called the hunt team (jachtteam).
Place the game board in the middle of the hunt team. Place the time token on START in the time bar. Place the StukTV van, the hunter pawns and the fugitive pawn next to the game board. Give every player in the hunt team a number of cards based on the number of players in the hunt team:
- 1 player: 7 cards
- 2 players: 4 cards per player
- 3 players: 3 cards per player
Team members do not have to keep these cards secret from each other; it is in fact sensible to show each other which cards you have.
Example: 2 players in the hunt team, 1 fugitive.
Time
The game board contains a time bar with a time token that shows how much time the hunt team has to catch the fugitive. The fugitive wins if the time token reaches the last square on the time bar.
The game lasts a maximum of 25 turns. Players perform 5 actions per turn.
Each time 5 actions have been performed by the hunt team, the time token moves forward and the players see the fugitive's location.
The fugitive has also performed 5 actions in the same turn. The fugitive and the hunt team therefore play at the same time. The players must wait for one another and communicate when the fugitive hands over their location.
Starting location
Agree with all players (including the fugitive) where the hunt starts. Choose a prison from the legend (Legenda) and place the StukTV van on those coordinates. The fugitive also begins the game on that location.
Before the hunt team begins playing, the fugitive gets 10 actions to carry out. This is the head start this player has over the hunt team. After these 10 actions the fugitive must hand the hunt team their first location. Only then does the game begin.
The game
The hunt team and the fugitive carry out their turns at the same time. While the hunt team moves across the game board, the fugitive looks for a safe route on the whiteboard. When both sides have performed 5 actions, the fugitive reveals their location (coordinates) to the hunt team.
Legend: starting locations of the prisons
Startlocaties gevangenis (prison starting locations):
- K04 — Gevangenis De Blokhuispoort
- F10 — Gevangenis Schutterswei
- K17 — Gevangenis Wolvenplein
- S21 — Gevangenis De Berg
- H25 — Gevangenis Fort De Hel
- X36 — Gevangenis Kasteel Hoensbroek
The fugitive
The fugitive uses the whiteboard and the marker to move across the terrain. The player keeps track of their movements by drawing a line with the marker over every square they pass through. The coordinates where they end after 5 actions are marked with a circle.
The fugitive may move across the game board in several ways. The fugitive may perform 5 actions during their turn.
The fugitive must observe one important rule: they may never move across the same square twice. So they may visit each coordinate only once. They keep track of this by drawing their route on the whiteboard.
Example: 5 actions (Voorbeeld 5 acties).
The fugitive's actions
- STEP (STAP) — costs 1 action: Move 1 step across the game board.
- HITCHHIKE (LIFTEN) — costs 1 action: Hitchhike along the motorway (autoweg) from one junction (afslag) to the next junction. (Once per turn.)
- PUBLIC TRANSPORT (OV) — costs 1 action: Travel from city to city by public transport (OV). (2 times in the whole game.) When using public transport the fugitive may travel as far as they wish.
NOTE! When moving by motorway or public transport, the fugitive only has to mark the coordinates of a junction leading to a city. The fugitive may never visit those coordinates again. The motorway and the railway line between these coordinates remain free to walk on later in the game. So the fugitive does not need to mark these coordinates if they travel by motorway or public transport.
Extreme transport
Extreme transport: the fugitive may choose one of the two options.
- HELICOPTER (HELIKOPTER) — costs 5 actions: Move from airfield to airfield. (Once per game.)
- BOAT (BOOT) — costs 5 actions: Move from waterside to waterside. (Once per game.)
NOTE! In the same game the fugitive cannot move both by airfield and by boat. If the fugitive chooses one of the two, the other cannot be used for the entire game.
Going offline
- OFFLINE — costs no actions: The fugitive may activate offline mode. (Once per game.) If the fugitive activates offline, the hunt team receives no location from the fugitive the next time the time token is moved.
The hunt team
Players in the hunt team play in turns. They use the game board to reach the fugitive's location. Like the fugitive, the hunt team players have 5 actions per turn, which they use to move across the game board.
At the start of each round the hunt team chooses which player begins. The players then take turns clockwise. Which actions a player can perform depends on the cards in their hand and on the number of actions the hunt team has remaining.
The players may discuss the matter with one another, but ultimately the player whose turn it is may decide which action is carried out. This may be several actions.
Example: 5 actions (Voorbeeld 5 acties).
The hunt team's actions
- STUKTV VAN (STUKTV-BUS) — costs 1 action: Move 1 or 2 steps across the game board with the StukTV van. (Within a built-up area it is always 1 step.)
- MOTORWAY (AUTOWEG) — costs 1 action: Move with the StukTV van from one junction (afslag) to the next junction.
- CARD (KAART) — costs 1 action: Play a card.
Cards
During their turn, players may choose to play a card from their hand. Cards contain special actions or handy tricks to catch the fugitive faster.
At the end of the turn, all players draw 1 card for each card they played that turn. A played card is placed on a discard pile. When the draw pile is empty, the discard pile is shuffled and used as a new draw pile.
Hunter (Jager)
The hunt team has two hunter pawns (jager-pionnen) which they can deploy to catch the fugitive. By playing a hunter card (jager-kaart), the team may move a hunter pawn 2 steps across the game board from the StukTV van. If a hunter pawn is already on the game board, the players move this pawn from its current location.
By playing cards, hunters may move by public transport (OV) or via an airfield (vliegveld).
NOTE! Hunters are able to catch the fugitive and end the game (see End of the game).
Fugitive pawn (Voortvluchtige-pion)
The hunt team has a fugitive pawn which they may use during the game to indicate where the fugitive has been. The hunt team may place the pawn on the last coordinates that the fugitive hands over. This has no effect on the game.
Legend: terrain
The game board contains various squares in different colours. These colours show what kind of terrain the team and the fugitive are on. The terrain they are on affects the players' movement.
- MOTORWAY (AUTOWEG): The StukTV van can move quickly along a motorway. The fugitive may hitchhike here once per turn. To use a motorway, players must travel from one junction (afslag) to the adjacent junction.
- BIG CITIES (GROTE STEDEN): Locations where players can move without hindrance; they must still observe the rules of the terrain. The fugitive may take public transport (OV) via big cities to travel to another big city. The hunt team may use hunters to use public transport by means of a card.
- AIRFIELD (VLIEGVELD): A number of cities on the game board contain an airfield. The fugitive may use the airfields to move from airfield to airfield once in the game. This costs the fugitive their entire turn. The hunt team may use hunters to use an airfield by means of a card.
- WATER AND FOREST (WATER EN BOS): Terrain which players cannot move through, onto or over. Water can only be crossed if the fugitive chooses this as an action. The fugitive may then move from a coordinate next to the water to another coordinate on the water. This costs the fugitive their entire turn.
- WITHIN BUILT-UP AREA (BINNEN DE BEBOUWDE KOM): The StukTV van may here always move only 1 step (per action), never 2.
End of the game
The game can end in two ways:
- Hunt team: The hunt team finds out at the end of a turn (while receiving the location) that they are on the same square as the fugitive. This may be with the StukTV van or with a hunter pawn. The players in the hunt team have won and the fugitive has lost.
- Fugitive: The fugitive manages not to be caught within the number of turns. If the time token in the time bar reaches the last square and the fugitive is not caught in this last turn, the fugitive wins. The players in the hunt team have lost.
NOTE! Use only the supplied whiteboard marker on the whiteboard.